Syncs maps, and a bunch of other things that no one will care about/notice/give fucks about until they break. Welcome to conflict hell. (#2460)
* fuck pubby * fuck you too ceres * ree * this is going to be a disaster isn't it * disaster * dme * -_- * tg * woops * proper sync * Welcome to conflict hell. * lets hope this fixes more things than it breaks * gdi * goddamnit
This commit is contained in:
@@ -0,0 +1,310 @@
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/obj/item/melee
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needs_permit = 1
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/obj/item/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
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if(target.check_block())
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target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind their back!</span>",
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"<span class='userdanger'>You block the attack!</span>")
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user.Stun(40)
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return TRUE
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/obj/item/melee/chainofcommand
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name = "chain of command"
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desc = "A tool used by great men to placate the frothing masses."
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icon_state = "chain"
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item_state = "chain"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BELT
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force = 10
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throwforce = 7
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w_class = WEIGHT_CLASS_NORMAL
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origin_tech = "combat=5"
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attack_verb = list("flogged", "whipped", "lashed", "disciplined")
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hitsound = 'sound/weapons/chainhit.ogg'
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materials = list(MAT_METAL = 1000)
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/obj/item/melee/chainofcommand/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (OXYLOSS)
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/obj/item/melee/synthetic_arm_blade
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name = "synthetic arm blade"
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desc = "A grotesque blade that on closer inspection seems made of synthentic flesh, it still feels like it would hurt very badly as a weapon."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "arm_blade"
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item_state = "arm_blade"
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origin_tech = "combat=5;biotech=5"
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w_class = WEIGHT_CLASS_HUGE
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force = 20
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throwforce = 10
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharpness = IS_SHARP
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/obj/item/melee/sabre
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name = "officer's sabre"
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desc = "An elegant weapon, its monomolecular edge is capable of cutting through flesh and bone with ease."
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icon_state = "sabre"
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item_state = "sabre"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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flags_1 = CONDUCT_1
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unique_rename = 1
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force = 15
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throwforce = 10
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w_class = WEIGHT_CLASS_BULKY
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block_chance = 50
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armour_penetration = 75
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sharpness = IS_SHARP
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origin_tech = "combat=5"
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attack_verb = list("slashed", "cut")
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hitsound = 'sound/weapons/rapierhit.ogg'
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materials = list(MAT_METAL = 1000)
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/obj/item/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == PROJECTILE_ATTACK)
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final_block_chance = 0 //Don't bring a sword to a gunfight
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return ..()
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/obj/item/melee/sabre/on_exit_storage(obj/item/storage/S)
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..()
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var/obj/item/storage/belt/sabre/B = S
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if(istype(B))
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playsound(B, 'sound/items/unsheath.ogg', 25, 1)
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/obj/item/melee/sabre/on_enter_storage(obj/item/storage/S)
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..()
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var/obj/item/storage/belt/sabre/B = S
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if(istype(B))
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playsound(B, 'sound/items/sheath.ogg', 25, 1)
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/obj/item/melee/classic_baton
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name = "police baton"
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desc = "A wooden truncheon for beating criminal scum."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "baton"
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item_state = "classic_baton"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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slot_flags = SLOT_BELT
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force = 12 //9 hit crit
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w_class = WEIGHT_CLASS_NORMAL
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var/cooldown = 0
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var/on = TRUE
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/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
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if(!on)
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return ..()
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add_fingerprint(user)
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if((CLUMSY in user.disabilities) && prob(50))
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to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
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user.Knockdown(60 * force)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.apply_damage(2*force, BRUTE, "head")
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else
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user.take_bodypart_damage(2*force)
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return
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if(iscyborg(target))
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..()
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return
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if(!isliving(target))
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return
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if (user.a_intent == INTENT_HARM)
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if(!..())
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return
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if(!iscyborg(target))
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return
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else
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if(cooldown <= world.time)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
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return
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if(check_martial_counter(H, user))
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return
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playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
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target.Knockdown(60)
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add_logs(user, target, "stunned", src)
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src.add_fingerprint(user)
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target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
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"<span class ='userdanger'>[user] has knocked down [target] with [src]!</span>")
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if(!iscarbon(user))
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target.LAssailant = null
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else
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target.LAssailant = user
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cooldown = world.time + 40
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/obj/item/melee/classic_baton/telescopic
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name = "telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "telebaton_0"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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item_state = null
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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needs_permit = 0
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force = 0
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on = FALSE
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/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/brain/B = H.getorgan(/obj/item/organ/brain)
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user.visible_message("<span class='suicide'>[user] stuffs [src] up [user.p_their()] nose and presses the 'extend' button! It looks like [user.p_theyre()] trying to clear their mind.</span>")
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if(!on)
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src.attack_self(user)
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else
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playsound(loc, 'sound/weapons/batonextend.ogg', 50, 1)
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add_fingerprint(user)
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sleep(3)
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if (H && !QDELETED(H))
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if (B && !QDELETED(B))
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H.internal_organs -= B
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qdel(B)
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new /obj/effect/gibspawner/generic(get_turf(H), H.dna)
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return (BRUTELOSS)
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/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
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on = !on
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if(on)
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to_chat(user, "<span class ='warning'>You extend the baton.</span>")
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icon_state = "telebaton_1"
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item_state = "nullrod"
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w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
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force = 10 //stunbaton damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
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icon_state = "telebaton_0"
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item_state = null //no sprite for concealment even when in hand
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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force = 0 //not so robust now
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attack_verb = list("hit", "poked")
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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add_fingerprint(user)
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/obj/item/melee/supermatter_sword
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name = "supermatter sword"
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desc = "In a station full of bad ideas, this might just be the worst."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "supermatter_sword"
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item_state = "supermatter_sword"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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slot_flags = null
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w_class = WEIGHT_CLASS_BULKY
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force = 0.001
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armour_penetration = 1000
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var/obj/machinery/power/supermatter_shard/shard
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var/balanced = 1
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origin_tech = "combat=7;materials=6"
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force_string = "INFINITE"
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/obj/item/melee/supermatter_sword/Initialize()
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. = ..()
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shard = new /obj/machinery/power/supermatter_shard(src)
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qdel(shard.countdown)
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shard.countdown = null
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START_PROCESSING(SSobj, src)
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visible_message("<span class='warning'>[src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all.</span>")
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/obj/item/melee/supermatter_sword/process()
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if(balanced || throwing || ismob(src.loc) || isnull(src.loc))
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return
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if(!isturf(src.loc))
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var/atom/target = src.loc
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loc = target.loc
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consume_everything(target)
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else
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var/turf/T = get_turf(src)
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if(!isspaceturf(T))
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consume_turf(T)
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/obj/item/melee/supermatter_sword/afterattack(target, mob/user, proximity_flag)
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if(user && target == user)
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user.drop_item()
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if(proximity_flag)
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consume_everything(target)
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..()
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/obj/item/melee/supermatter_sword/throw_impact(target)
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..()
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if(ismob(target))
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var/mob/M
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if(src.loc == M)
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M.drop_item()
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consume_everything(target)
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/obj/item/melee/supermatter_sword/pickup(user)
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..()
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balanced = 0
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/obj/item/melee/supermatter_sword/ex_act(severity, target)
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visible_message("<span class='danger'>The blast wave smacks into [src] and rapidly flashes to ash.</span>",\
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"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
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consume_everything()
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/obj/item/melee/supermatter_sword/acid_act()
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visible_message("<span class='danger'>The acid smacks into [src] and rapidly flashes to ash.</span>",\
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"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
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consume_everything()
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/obj/item/melee/supermatter_sword/bullet_act(obj/item/projectile/P)
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visible_message("<span class='danger'>[P] smacks into [src] and rapidly flashes to ash.</span>",\
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"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
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consume_everything()
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/obj/item/melee/supermatter_sword/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] touches [src]'s blade. It looks like [user.p_theyre()] tired of waiting for the radiation to kill [user.p_them()]!</span>")
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user.drop_item()
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shard.CollidedWith(user)
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/obj/item/melee/supermatter_sword/proc/consume_everything(target)
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if(isnull(target))
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shard.Consume()
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else if(!isturf(target))
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shard.CollidedWith(target)
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else
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consume_turf(target)
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/obj/item/melee/supermatter_sword/proc/consume_turf(turf/T)
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if(istype(T, T.baseturf))
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return //Can't void the void, baby!
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playsound(T, 'sound/effects/supermatter.ogg', 50, 1)
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T.visible_message("<span class='danger'>[T] smacks into [src] and rapidly flashes to ash.</span>",\
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"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
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shard.Consume()
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T.ChangeTurf(T.baseturf)
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T.CalculateAdjacentTurfs()
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/obj/item/melee/supermatter_sword/add_blood(list/blood_dna)
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return 0
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/obj/item/melee/curator_whip
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name = "curator's whip"
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desc = "Somewhat eccentric and outdated, it still stings like hell to be hit by."
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icon_state = "whip"
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item_state = "chain"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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slot_flags = SLOT_BELT
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force = 15
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("flogged", "whipped", "lashed", "disciplined")
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hitsound = 'sound/weapons/chainhit.ogg'
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/obj/item/melee/curator_whip/afterattack(target, mob/user, proximity_flag)
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if(ishuman(target) && proximity_flag)
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var/mob/living/carbon/human/H = target
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H.drop_all_held_items()
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H.visible_message("<span class='danger'>[user] disarms [H]!</span>", "<span class='userdanger'>[user] disarmed you!</span>")
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..()
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Block a user